I would like to suggest idea to rework Wuju Style into a line skillshot that would play important role on how much damage Master Yi will do as well as turning it into great utility for ganks, escapes and lategame potential
Being hit by Wuju Dagger will give clear indication that Master Yi would do lots of damage. This will double Wuju Style's damage that is applied to basic attacks as well as Alpha Strike, it will reduce enemies armor as well which will increase Master Yi's damage significantly and the combination of Wuju Dagger and Alpha Strike will become decent ranged way to harass his opponents. After Wuju Dagger and Alpha Strike Yi may continue to fight his lane opponent with the potential of killing it. On other hand if Master Yi miss…
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Burning Hastery is item concept for AP Champions that is focused on conditional cooldown reduction as well as boosting their late game power. As bonus the item also provides mana with conditional mana restoration that allows AP champions to farm reducing their “mana cost” while they are on it, allowing them to stay longer on the battlefield
10% cooldown reduction
| passive = BURN [3 seconds cooldown]:
Damaging enemies with ability will deal 60% bonus magic damage over 3 sec and will reduce all cooldowns by
1 sec per 10% cooldown reduction | passive2 = FEEDBACK: Killing a unit affected by BURN restores 40% mana cost of the ability that applied the effect.
Takedown on enemy champions restores additional 10% max mana
| buy = 2900 | s…
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This idea is AD-armor item that benefits skirmishers, fighters, tanks, and is focused on late game defensive scaling as well as long term endurance on the battlefield.
The item benefits both auto attack based champion as well as those who rely on their abilities. Instead being focused on its offensive part, its focused on endurance and it rewards for stacking armor.
Originally, the intent of the items was based on melee auto attack champions that requires them to stick to their targets for longer period of time. Since they are in very close range they will get focused easily so some defense option would be a good idea. Such champions are , , , , and many others. These warriors require them to stick to their targets for extended period puttin…
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Nerante is Champion Concept inspired by Nero / Dante playstyles from Devil May Cry series.
He is very agile Skirmisher, who rely on Empowered Basic Abilities for effective combos by jumping in and out of combat for quick skirmish. As a Light Fighter his ultimate will boost his defenses as well as giving him extra health regeneration for short awhile.
equals to as based on Nerante's |The effect is increased by 1% per 1% of Nerante's missing health}}
}}to enemies on a line based the charge levels stored.
Cast - Release does not Empower others abilities
Empowered: Release instantly fully charged Energy Wave
|leveling = '
30 / 60 / 90 / 120 / 150
+ | Charge level 1}} to | Charge level 2}} |range = 800 () |cooldown = 10 / 9 / 8 / 7 / 6 |…
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This is idea for version of
| passive =
originally was crits based but now it will be more focused on Assassins so I figure its good idea to give ADC similar items
| active = Unique - Cooldown 90 sec: Next basic attack is a and will grands attack speed and 20% movement speed for 6 seconds.
the cooldown by 2 sec | recipe = Serrated Dirk, Wicked Hatchet | buy = 3100 }}
invisible Champions cannot be targeted or auto attacked but their location can be briefly revealed when they take instant damage or Damage over Time has been applied to themRead more >